Tag Archives: enchanters

Visit the fantasy worlds of Lita Burke

30,000 Curious Came to See the Show

What a mad, grand day for Lita Burke’s blog. 30,000 views. Smiles from Lita for all of you lovely and curious Gentle Readers who visited.

Suppose there is a most interesting street where the houses look like books. Inside these houses are places where fey-folk fairies play, wizards sing their magic, and Enchanters give  kisses. Anyone can walk down this street, and glimpse at these fantasy worlds through the windows. Lita’s blog is that street. 30,000 Gentle Readers have already walked its twisty cobblestone ways. Here are a few of the wonders in the windows.

Ride on a Wizard's Airship

Ride on a Wizard’s Airship

Ride on a Wizard’s Airship

All aboard now for a trip to a plate-shaped ocean world, where islands float far above the sea. Dragons fly the sky, and clockworks creations inhabited by minor demons join human and elf-kind magicians in absurd adventures.

A proper wizard uses an airship to visit these floating lands. Others of more modest means use Ornithopters designed by Leonardo’s Airborne Contraptions.

Join in the sometime fun, sometimes scary, but always delightful adventures of Wizard Kadmeion, his half-elf assistant Sir Bright, and their friends in the fantasy world of Clockpunk Wizard. Get your first ride on Kadmeion’s airship, and meet a special dog that digs deadly mandrake roots in Forever Boy.

Unicorn Herd

Unicorn Herd

Unicorn Island

There is a floating island in the royal elf-kind archipelago that has a herd of unicorns. They run in the steppe lands, and gather in the border forests.

The unicorns shed the husks of their alicorns, and the elf-kind collect these precious magical artifacts. An illness has stricken the herd. Lady Luck’s young daughter, with her favorite wizard in tow, visits the unicorns. She learns how to talk to the birds to get to the bottom of the unicorn illness in Glitter Ponies.

Enchanters' Luscious Magic

Enchanters’ Luscious Magic

Fire and a Hidden Spell Book

Lanith, a magical curios merchant, loses her shop and home to a mysterious fire. Her magician husband Tredan has gone missing.

The morally strict Church magicians, and the Enchanters with their luscious magic that they distribute with kisses, are in constant battle to do whatever is necessary to gain the upper hand in their world of Sye. She learns that her husband wrote a powerful spell book that will subjugate the Enchanters’ magic. His book sits in the middle of the decades-old conflict between the Church and the Enchanters.

With only her dragonette and the clothes on her back, she enlists the help of the Enchanters, and unravels her husband’s life-long secrets. His kidnapping tale starts in Wrath, and Lanith’s story continues in Tredan’s Bane.

Also see:

A Magical Charm from Tredan's Magical Curios

Guild Matters Sye: Tredan’s Magical Curios

The Guild Matters Sye book whispers the arcane secrets of the Magic Workers and Merchant guilds.

Street Lamp Outside of Tredan's Magical Curios

Street Lamp Outside of Tredan’s Magical Curios

Tredan’s Magical Curios was a small magical charms shop in the town of Isor in the Enchanters of Sye world. It featured bulk supplies for amulet crafters, and offered ready-made charms for household and personal use.

Its proprietor, Tredan Vendbebelot (Guild Designation: Curios Merchant) was a retired Enchanter, and excelled in all aspects of custom charm making. His wife Lanith ran the business side of the shop, and was skilled with invoking the magic in charms, amulets, and fetishes. Tredan’s Magical Curios was centrally located in the merchant district of Isor, at the intersection of Byrtwold, Upton, and Goldwine streets. The two merchants lived upstairs from their store until it burnt down, and Tredan vanished during the fire.

After the loss of her husband, Lanith established a new store called Ghost Orchid Charms on Attewater Street in downtown Isor, across from the Magic Guild House and the Isor Enchanters School. Her new store sells Enchanter-made charms supplied by the local school.

Discover more about the Enchanters of Sye world:

Enchanters of Sye Rune School

He Bewitched It with Look Away

Lanith and Nyle Went to Rune School to Learn About Tredan's Days as an Enchanter

Lanith and Nyle Went to Rune School to Learn About Tredan’s Days as an Enchanter

Lita takes Gentle Reader to the Enchanters of Sye world today, with an excerpt from her story, Tredan’s Bane.

Magical charms vendor Lanith, and Enchanter Nyle, have joined forces to search for Lanith’s missing husband Tredan. The two sleuths journeyed to the Rune School, and are now examining the various materials that Tredan left behind from his days as an Enchanter.

They discover that Tredan suffered from a long-term compulsion spell cast by the Enchanters’ adversaries, the Church Magicians. He left behind a charm that the Enchanter Grandmasters have safeguarded until now. Because the charm will harm any Enchanter that touches it, Lanith will check it while Nyle stands a safe distance away.

Nyle produced the case containing the tool set he had used earlier. He handed her a pair of magnifying spectacles. She removed the silk ties from the charm bundle, unfolded the sumptuous black velvet cloth, and spread it on the table. Tredan had created this charm under the pressure of a Church spell. He knew its magic was forbidden by the Enchanters. It must have been a horrible contradiction for him. Her heart was breaking.

Nyle Handed Lanith a Pair of Magnifying Spectacles

Nyle Handed Lanith a Pair of Magnifying Spectacles

A glance confirmed it was Tredan’s artistry. Lanith selected a tool. She slipped on the spectacles and adjusted the magnification. Lanith paused.

“Nyle?”

“Yes, Lanith?”

“Does the exposed charm affect you?”

“No effect.”

“Then it will stay dormant until fed essence. It’s one of Tredan’s standard designs. I don’t want to wake the interior spells. Instead, I’ll draw out the charm’s remaining essence. It’ll tell me plenty.”

She’d have this chance to taste his Enchanter essence after all. Lanith touched the charm with a tool, cleared her mind, and took the dot of her husband’s Enchanter magic from the charm.

Lanith Took the Magic from the Charm

Lanith Took the Magic from the Charm

Oh, Tredan.

What are these nasty spells doing inside of your lovely charm?

Lanith removed the tool, tucked it away, and set aside the spectacles. She clasped her shaking hands on the tabletop. Her tears came as a silent and anguish-filled trickle. Nyle put his hand on Lanith’s shoulder, leaned down, and pressed his cheek against hers. His sweet Enchanter essence warmed her skin. It soothed her heartache.

“What did you find?” Nyle asked.

“Tredan’s charm kills an Enchanter. It senses the closest Uslar Ring, extracts the Enchanter’s spirit, and captures the ghost.”

“Not even Sciomancers hold unwilling ghosts.”

“There’s more. Once a ghost is inside, this charm will animate the Enchanter’s body and allow the charm’s holder to control it. The holder can then command the Enchanter’s magic.”

Animating a Dead Enchanter

Animating a Dead Enchanter

“That’s terrible,” Nyle said.

“I knew nothing about Tredan’s proclivity with this ugly magic. Murder? Animating a dead Enchanter? I should have felt it with my magical empathy.”

“His Divine’s spell was thorough. It was impossible for you to have known.”

“This charm denigrates Tredan’s magic career,” Lanith said. “My heart doesn’t believe it. But the evidence is here.”

“The bad news is he’s written more spells after this one. Have you seen him with a journal?”

“Never.”

“Then he bewitched it with Look Away.”

(Tredan’s Bane excerpt Copyright 2012 by Lita Burke. All rights reserved.)

Read more in Chapter 1

View the book trailer on YouTube

Tredan’s Bane on Amazon US

Tredan’s Bane on Amazon UK

Tredan’s Bane on Smashwords, Kobo and Goodreads

Sye Magical Abilities Have Five Categories

Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret. 

Previously:

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. The first four categories favor ambient Sye magic.

Enchanters Forbade Themselves From Weaving the Church Spells

Enchanters Forbade Themselves From Weaving the Church Spells

Today’s post covers the last category that represents all non-Enchanter magic. The Enchanters call the spells here the Fifth of Uslar, Whose Name Was Lost. It includes Church Magic, plus unclaimed and forbidden enchantments.

Origin of the Fifth of Uslar, Whose Name Was Lost

The roots of this rather odd name came when the original Enchanters and Church Magicians divided Sye’s magic for their respective camps. The Enchanters named the category ‘Fifth of Uslar’ as an alternate name for Church Magic, since the Enchanters did not wear Uslar stones from a fifth Sye element. By agreement with the Church, the Enchanters forbade themselves from weaving the Church spells.

The Church Magicians named the fifth category ‘His Divine’s Lost Name’ after the sixth high priest that oversees Church magic. Upon assuming the post of His Divine, the candidate abandons his Common and Secret Names, and answers to only his title.

Enchanters Shortened the Phrase

Enchanters Shortened the Phrase

The Enchanters shortened the phrase to ‘Whose Name Was Lost.’ The Church Magicians responded by lengthening the category name to the ‘Fifth of Uslar, Whose Name Was Lost.’

Allowed Practitioners

The Magic Guild and Enchanter Schools do not practice any magic from the Fifth of Uslar category because some spells counteract the Enchanter’s magical essence. The Enchanter Grandmasters have laced their School’s foundation spells to stop the Enchanters who weave a Fifth of Uslar spell. Because the Magic Guild is the business arm of the Enchanters, guild Maji’kers are also forbidden to weave these spells.

Freelance magic workers sometimes practice the Fifth of Uslar spells, but the ungoverned craft is risky because it has no formalized safeguards protect the spell casters.  Sciomancers, Priests, Enforcers, Clerics, and His Divine practice Church Magic.

Enchanter Harm Spells Disables an Enchanter's Ability to Produce Essence

Enchanter Harm Spells Disables an Enchanter’s Ability to Produce Essence

Inside the Lost Name Magic

Shunned spells encompass three areas: those that harm Enchanters, those that harm Church Magic, and rogue magic.

The Enchanter Harm spells either disables an Enchanter’s ability to produce magical essence, or harms Sye’s ability to keep magic balanced. Spells that destroy Sye’s natural essence production are also in this group.

Church Harm spells interfere with the Marriage Rings magic, and includes harassment enchantments for the dead. Necromancy with dead bodies and unwilling souls fall in this area, along with tampering with the buffer area separating the land of the living (Sye)and the home of the dead (The Fields of Yalu).

Church Harm Spells Include Harassment Enchantments for the Dead

Church Harm Spells Include Harassment Enchantments for the Dead

Rogue Magic are spells that spawn magical chaos. In Sye, their magical world naturally seeks the pooling and distribution of magical essence to all creatures that need it.

Enchanter and Church magical disciplines are in harmony with Sye’s natural magical flows. Rogue eddies sometimes form, and paired Church and Enchanter magicians can disperse the eddy back into natural flow channels. Fifth of Uslar magicians delight in causing magical unbalance, and create rogue eddies that sicken nearby magical creatures.

Also see:

Fyre Enchanter

Necronomicon Enchanter: Aer and Fyre Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret.

Previously: Necronomicon Enchanter: Earthe and Mer Magic

Overhead View of an Aer Enchanter's Essence During Spell Weaving

Overhead View of an Aer Enchanter’s Essence During Spell Weaving

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories.

Four categories favor ambient Sye magic: Earthe, Mer, Aer, and Fyre.

The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic. Today, the discussion focuses on the ambient Sye enchantments of Aer (air) and Fyre (fire).

Aer

Aer Enchanters use their powerful magical essence to form spells that cleanse air for breathing, and to shape clouds into whimsical forms. These magicians hold friendly competitions during the Midsummer Festival, and create complex misty sculptures from a mere dish of water. The most talented Aer Enchanters can animate their foggy creations, and make their enchantments whisper words to onlookers.

An Entry in the Aer Novice Category at the Midsummer Festival Contest

An Entry in the Aer Novice Category at the Midsummer Festival Contest

The Aer Enchanters also bring rain for crops. For farmlands with excess rain, these magicians can also divert rain to produce more arid conditions.

To influence the weather over a large area, several Aer Enchanters must combine their efforts. They use the considerable essence from a nearby Enchanters’ School to fuel these large weather spells.

Aer magicians also influence the winds. They encase their most common spells inside of charms, which produce breezes to stir the stuffy air in a room. Aer magicians also delight in the antics of birds and other flying animals. Almost all Aer Enchanters keep dragonettes as pets.

Fyre

Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames

Fyre Enchanters Burn Magical Essence to Create Cool Flickering Flames

Enchanters that practice Fyre magic specialize in two aspects. The first specialty creates flames and light.

Fyre spells burn magical essence, so Fyre Enchanters constantly refine their spell craft to create ever-more-efficient light and flame enchantments. Fyre charms and spells are cool to the touch, and can be handheld. Fyre Enchanters put these charms  in wall brackets, lamps, and sconces.

The second Fyre specialty favors the production of heat, using traditional fire that consumes combustibles. These Fyre charms function as hand warmers. Talented Fyre Enchanters can create long-lasting consumable fires by interlacing the spell with burning magical essence

Next time: Necronomicon Enchanter: Fifth of Uslar, Whose Name Was Lost Magic

Also see:

Enchanters Thrust the Very Rocks From the Ground

Necronomicon Enchanter: Earthe and Mer Magic

Within the pages of the Necronomicon Enchanter book in Lita’s library, the curious may learn the Enchanters’ magical matters. Beware, for the knowledge might drive the reader mad with bitter desire and luscious regret.  

Because the Enchanters of Sye take the diluted magic of their world and concentrate it for human use, they organize magical abilities into five categories. Four categories favor ambient Sye magic. The last category represents all non-Enchanter magic, primarily spells by the Church, plus unclaimed and forbidden magic.

Earthe Enchanter

Earthe Enchanter

Earthe

Enchanters that practice Earthe magic specialize in two aspects. The first specialty is the steady and abiding enchantments of rock and soil. These Enchanters use their powerful magical essence to sculpt stone into dwellings, and re-arrange the nature of fields to favor specific crops. Earthe mages can make the very rocks thrust up and out of the ground, and create rings of standing stones.

The second Earthe aspect favors the magic of plants, and the quick enchantments of land animals. These Enchanters delight in crop production, forest health, and cultivating flower beauty.

The Earthe mages in the Enchanter school at Halow oversee the essence creation process of the Old Forest trees. All Enchanters eat this tree essence, which causes profound thaumaturgical changes in their bodies. Enchanters generate human magical essence from the natural enchantments of the Old Forest trees.

Mer Enchanter

Mer Enchanter

Mer

The Mer Enchanters enjoy water spells. Mer magic also has two aspects. The first specialty is the quick effervescence of fresh water found on land, such as streams, lakes, and rain. These Enchanters can divert floods, change the course of a river, and construct dazzling fountains.

The second Mer aspect favors the deep power of saltwater seas. Mer specialists can summon marine life, turn the course of ocean currents, and influence storms over open water. These Enchanters can coax fish into fishermen’s nets, and divert destructive surf away from homes.

Next time: Necronomicon Enchanter: Aer and Fyre Magic

Also see: Necronomicon Enchanter: Evolution of Sole-Source Magic

Guild Matters Sye: Bird-of-Paradise

The Guild Matters Sye book whispers the arcane secrets of the Magic Workers and Merchant guilds.

An Earthe Green Dragonette

An Earthe Green Dragonette

The Bird-of-Paradise Flower resembles a dragonette in flight.

Wild blooms are blue, orange, and white. The plants grow in the warm and sunny coastal regions of Sye.

Maji’kers (Magic Guild mages) who keep dragonettes use the Bird-of-Paradise blooms in bouquets to represent their adored sentient magical pets.

Enchanters cultivate the Bird-of-Paradise in their gardens at the Five Schools, and use their magical essence to coax the flowers into the seven colors of the stones in their Uslar Rings:

  • Earthe (brown and deep green)
  • Mer (aqua and blue)
  • Aer (clear)
  • Fyre (scarlet and amber)
Bird-of-Paradise

Bird-of-Paradise

The Bird-of-Paradise retains spells fueled with Enchanter essence.

Easy spells make the flower flap “wings” and dip its head. More difficult spells detach the bloom,  make it flutter, and hover the bloom above the plant. The most advanced enchantments turn the flower into a tiny dragonette form. Enchanters can bespell an entire garden of Bird-of-Paradise. They turn the blooms into mewling miniatures, and the transformed flowers fly about and play with real dragonettes.

Also see:

Wedding Rings

Book of the Dead: Marriage Ring Spells

The Book of the Dead explains the nature of Church magic in the Enchanters of Sye world.

Priests Weave Marriage Ring Binding Spells

Priests Weave Marriage Ring Binding Spells

marriage ring [mar ij ring] noun, c.1400; Anglo-Fr marier to marry < ME marriage; c.900; Ger ringen < ONor  hringja < OE hringan < ME ringen; also love rings

  • Physical: Metal charm consisting of 4 finger rings, no stone settings
  • Magic Type: Church/Binding
  • Spell Group: Corporeal Matters
  • Restrictions on Physical and Magical Construction: Priest only; all other secular, Magic Guild, and Enchanter magicians disallowed

Marriage rings are magical jewelry worn by couples to show fidelity, to bind their magic, and create a Church-approved family unit. Only a Priest may create the rings and weave the binding spells on the couple’s marriage day.

Marriage Rings Bind Their Magic

Marriage Rings Bind Their Magic

Each partner wears two rings. The first ring accesses the wearer’s magic, and the second binds them to their partner’s magic. Marriage rings contain the following three spells: Abiding Love, Fidelity, and Wander.

Abiding Love is the first spell, and it is the fundamental enchantment a Church Priest puts on a couple’s rings on their marriage day. This spell magically joins the rings, and the couple, using their Life Echo threads. When a spouse dies and passes to the Fields of Yalu, the Abiding Love Spell returns the dead spouse’s rings to the survivor, and terminates the couple’s magical binding.

Abiding Love Spell Joins the Couple Using Their Life Echo Threads

Abiding Love Spell Joins the Couple Using Their Life Echo Threads

The second enchantment on marriage rings is the Fidelity spell. It detects when spouses have been unfaithful. Disloyalty includes sharing physical intimacies and exchanging magical essence with a non-spouse. Unfaithfulness requires immediate magical intervention to correct the moral failure.

One caveat exists for the Fidelity spell. The Church allows a married petitioner to exchange essence kisses with an Enchanter during the Enchanter Consent test. If either spouse has an Enchanter-approved Consent ranking, the Magic Guild requires partners to sign waivers. This waiver allows the partners to continue taking magical essence from non-Church sources. The Enchanter Consent awardee must also wear a patch on their trades uniform tunic that shows their special magical status.

The third, called the Wander spell, senses when a spouse has lost love for their partner. Same as for unfaithfulness, waning love requires immediate magical intervention by a Church Priest to adjust the marriage rings’ enchantments.

Explore Sye’s history of Enchanter, Church, and secular magic in the Necronomicon Enchanter book:

Find out more about Sye’s Church magic in another entry from The Book of the Dead:

Read how Lanith uses marriage ring spells to find her kidnapped husband in these Enchanters of Sye stories:

Enchanters Hold the Magical Key in Sye

Dramatis Personæ: Lanith

The Dramatis Personæ is the roster of conjurers and sentient magical creatures staying in the many rooms, grottos, and byways of Lita’s castle. Here is the guest book for the Enchanters of Sye Tower.

Lanith A’edredohr Vendbebelot

Lanith A’edredohr Vendbebelot

Lanith [lān ləth] proper noun, c.1614; Sumerian lilla, a demon < Akkadian lilītu < H lîlît; also A’edredohr

  • Profession: Vendbebelot (“Curios Seller”)
  • Race: human, female, age early thirties
  • Appearance: Beautiful. Lanith has blond hair, hazel eyes, and fair skin. She has an average build, but tends toward slender.
  • Common Name: Lanith
  • Private Name: A’edredohr (“Stream Daughter”)
  • Native Magic: Lanith is a superior tradeswoman magician. She has expert level skills with the many spells for charms, magical lockets, fetishes, and amulets.
  • Education/Vocation: Isor Convent Finishing School
  • Milieu: Lanith is a denizen of the Enchanters of Sye world.
Lanith is a Merchant’s Wife in the Seaside Town of Isor

Lanith is a Merchant’s Wife in the Seaside Town of Isor

Lanith spent her childhood as a poor farmer’s daughter. When she was a teenager, Lanith’s parents sent her to the city. At a young woman’s finishing school, Lanith learned a lady’s genteel ways that would prepare her for acceptance into city society. During a Church-sponsored event, she met Guild Maji’ker (“Magician”) Tredan. After a proper courtship, they married. She now lives the comfortable life of an urban middle class merchant’s wife in the seaside city of Isor. After nine years, their union has yet to produce children.

Lanith and Arnl’jhott

Lanith and Arnl’jhott

Soon after marriage, Lanith attended classes at the Merchant Guild.  She and her husband run a well-respected magical curios shop. They import more than half of their stock, and buy the rest from Isor’s local magical tradespeople. Tredan’s skill is with making pleasure charms, which they sell in their shop.

Lanith owns a rare pet—her blue male dragonette named Arnl’jhott. This affectionate and talkative creature joins her on monthly visits to the Church orphanage, where she holds a crafts workshop in amulet making. The merchant woman and her dragonette are a favorite with the children.

Lanith lives a magically unusual life. Her husband is a former Enchanter, and these magicians are the most powerful mages in her world of Sye. They hold the key for producing magical essence, which fuels all the spell casting arts.

Tredan and Lanith Run a Magical Curios Shop

Tredan and Lanith Run a Magical Curios Shop

Practicing Enchanters have delicate magic and are surprisingly vulnerable. They live apart from society in one of five enclaves to protect themselves from hostile magicians. Among other peculiarities of the Enchanters’ magical profession, the Church refuses to let them marry. Tredan left the Enchanter discipline and adopted the Church-approved life of a secular magician. Although he no longer can produce magical essence in the same quantities as before, he has plenty to lavish on his wife, dragonette, and custom curios in his shop.

Tredan's Magical Essence Made Lanith Beautiful

Tredan’s Magical Essence Made Lanith Beautiful

This essence-rich environment gives Lanith the luxury of cultivating her native magical talents. Tredan’s magical essence has also enhanced her natural beauty, and made his wife especially attractive to the Enchanters.

Lanith’s attention to details makes her an exceptional trade magician and proficient in these thaumaturgical skills:

  • Charms. Her skills include many spells to create, diagnose, and repair all types of magical charms, lockets, and fetishes.
  • Soma Touch. Lanith’s magical empathy ability allows her to sense the emotions in her store customers and recommend the proper charm, especially when she can touch their hand.
  • Paersenwierding (“person warding magic”). Cultivated by her husband Tredan, this skill allows Lanith to protect other magicians while they cast spells. Powerful mages, especially Enchanters, are at risk from attack while distracted with the intricacies of spell weaving.

Read more about Lanith in these Enchanter of Sye stories:

Tredan's Dreadful Past Caught Up With Him

Stop Your Blather

Lita takes Gentle Reader to the Enchanters of Sye world today, with an excerpt from her award-winning short story, Wrath, Prequel to Tredan’s Bane.

It Had a Heavy Golden Chain. And Potent Spells.

It Had a Heavy Golden Chain. And Potent Spells.

Retired Enchanter Tredan is alone in his magical curio shop, unpacking a box of charms.

A routine shipment holds an unpleasant surprise–a rival magician called a Church Enforcer has planted a charm inside the box that captures its recipient within a powerful enthrallment.

Tredan poses as a harmless secular magician now, and thought he was far removed from the Enchanter versus Church politics. But he has a shameful secret. This Enforcer knows about Tredan’s spell book, and the day of reckoning has arrived for the retired Enchanter. The Enforcer talks to Tredan through this Compulsion Charm.

Tredan forced his fingers open and stared at the Compulsion Charm. Unlike the other cheap charms in the box, this one had intricate scrollwork etched into a sparkling outer casing. It had a heavy golden chain. And potent spells.

He Kept His Hideous Journal Safe All These Years

He Kept His Hideous Journal Safe All These Years

Come to me. Bring the journal.

He had been cautious and kept his hideous journal safe all these years. How could he have been so susceptible? He was now caught and could not escape. Tredan bowed his head. His world went dark. For a time, all else went away except his despair. If the Enforcer came now, Tredan would surrender and be done with his furtive struggle.

Time passed. His black stupor lifted. Tredan raised his head.

“I will not hand over the journal. My bane.”

You will, Tredan.

“My marriage would be a sham if I gave up the journal now. I would not have Lanith think I used her to hide my secret.”

Tredan's Marriage to Lanith Would Be a Sham If He Gave Up the Journal Now

Tredan’s Marriage to Lanith Would Be a Sham If He Gave Up the Journal Now

You failed long ago when you accepted His Divine’s magic.

“He tricked me.”

Enchanters were gullible then. That’s why you fell.

“The Enchanters trusted the Church then. There’s a difference.” Tredan took a deep breath. “His Divine’s magic forced me to write the journal. I accept what’s happened.”

You’re resigned. Good.

“I’ve hidden it well.”

I’ll find the journal despite your stubbornness.

Tredan dropped the Compulsion Charm into his pocket. “Stop your blather, Church filth. I have matters to attend to.”

(Wrath, Prequel to Tredan’s Bane excerpt Copyright 2011 by Lita Burke. All rights reserved.)

Read more in Chapter 1

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Wrath on Kobo